Fun homework from codeinfig. There’s more…
Every man has his own language. He should speak it. Programming is similar. If you don’t have a language you like, keep looking. Something out there will have most of what you want out of a language, and maybe one day, someone will invent a similar one that has even more of what you want. But please don’t believe all programming has to be like C.
Anyone who explores the internet long enough should already be well aware of frequent image re-posting. While for some things, this is acceptable, in other areas, it leads to the ever louder cry of “art theft” and helps keep the lawyers active in the courts in D.C. and the halls of the copyright office. It is rather easy to copy a 2D image, and with Adobe CS 6, it is easy to remove a watermark. While images with watermarks removed may not be an exact copy (due to the algorithm for image correction and the style of watermark), the average naked eye won’t notice. But what’s more important is that a work with possibly a great deal of time put into its production (depending on if we’re talking about amateur photo or something like a realistic digital painting, etc.) is now available to everyone, and unfortunately, allows for just about anyone to take the credit. This tends to tick off artists and has lead to a whole lot of bickering and lawsuits.
Interestingly enough, what one might call the “calamities of Flatland” have yet to hit the 3D world. But here’s how that could change…
In this tutorial, I’m going to show you how to set up JWildfire in the NetBeans IDE so you can edit the software in one of the best Java IDEs available. This will allow you to make custom variations of your own without having to use the custom_wf variation.
In today’s world, there’s this subtle quest of designers and programmers to find the ultimate GUI layout – something that always works and everyone can use with ease. When a design is bad, someone gets an earful. When it’s decent, no one minds it as much, though people are nit-picky. When a design is good… well, let’s face it – no one has the same tastes.
For quite some time, I’ve struggled with the fact that most work I find out there is always more professional or quality than mine (even if mine looks better or works better, there’s some mystique about professional work that always makes me more critical of my work). You might have this issue to, but hey – it’s good to be your best critic. Most work you see out there you might think, “Shoot, I can do that, can’t I?” But on some rare occasion, you might stumble on some whose work is publicly marketed and you think, “… Uh… That’s EMBARRASSING!” (Okay, maybe not that loudly.)
I thought I’d right my own fractal program, since I like fractals so much. Unfortunately the engine I use (or more precisely, my hardware), can’t handle too much. It’s better to draw things on an image, but even that takes a long time. This week in programming, I learned about optimizing algorithms for drawing to the screen… okay, forget it. The traditional way is better, but I end up having to draw a ton of cubes. So here we go…
For some time, I’ve wanted to make a fractal generator… but have more control over how the fractals are drawn and control that is less confusing than most fractal programs make it. Also, rendering fractals is very time consuming since fractals are point clouds. Those reasons are why people don’t use them for what I’d like to do: making 3D maps (for game worlds and such). My recent CS ventures now include writing a software (called “Flicks” for now) that applies transforms to a set of points (which I will use as vertices for models – after I figure out how to optimally connect them). In this way, I can generate interesting (but controlled-shape) 3D worlds without slowing down my machine to generate a point cloud.
irrlicht is a 3D engine. While it has it’s own independent drawing capabilities, it’s primarily used as a wrapper for OpenGL and DirectX. More importantly: it’s free, open-source, and developed by a great community.
One of the nice features about the engine is it’s built-in GUI system.
I decided to extend the GUI system, making it easier to add GUI elements as well as adding new ones. These I’ve put on my website, on the Irrlicht Expansion Project page. You can read the short descriptions of things there, but I’d like to ramble and explain my reasoning for starting those projects and maybe you’ll get an idea of what they are primarily intended for… or not. Xp